Q-Bert
a different sort of programming style can be seen here as compared to
most others

Click any of the images above for more detail

Like any other game console, Atari 2600 cartridges contained
executable code also commingled with data. This lists the code
as columns of assembly language. Most of it is math or conditional
statements (if x is true, go to y), so each time there's "go to" a
curve is drawn from that point to its destination.

When a byte of data (as opposed to code) is found in the
cartridge, it is shown as an orange row: a solid block for a "1" or a
dot for a "0". The row is eight elements long, representing a whole
byte. This usually means that the images can be seen in their entirety
when a series of bytes are shown as rows. The images were often stored
upside-down as a programming method.

The original version of these images are a series of 13 x 19 inch prints
where you can actually read the individual bits of text. I modified a
version of distella to
produce disassembled text output in the format that I wanted,
and then used Processing to write a second program
that creates the image of the output.

In response to requests, you can now
purchase prints
of these images.
Prints from the dismap
project are also available. All proceeds are donated to charity.